﻿// Fill out your copyright notice in the Description page of Project Settings.

#pragma once
#include "DamageGameplayAbility.h"
#include "ProjectileSpell.generated.h"

class UNiagaraSystem;
class AProjectile;

/**
 * 投射物法术类
 */
UCLASS()
class AURA_API UProjectileSpell : public UDamageGameplayAbility
{
	GENERATED_BODY()


	/** 抛射物类 */
	UPROPERTY(EditAnywhere)
	TSubclassOf<AProjectile> ProjectileClass;

	/** 生成抛射物 */
	UFUNCTION(BlueprintCallable, Category="ProjectileSpell|Projectile")
	void SpawnProjectileWithTargetLocation(
		const FVector& TargetLocation, FGameplayTag SocketTag, FName SocketName, bool bOverridePitch = false,
		float OverridePitch = 0.f
	);
};
